Blackout At Mt. Earverest
View the case- Brand
- Audibene
- Year
- 2023
- Objective
- Engagement
- Industry
- Other
- Mechanic
- Adventure & Quest
- Platform
- In-Game












Objective
Teenagers are the demographic least likely to get a hearing check, even though the WHO warns that a billion young people are risking hearing loss from loud music and wireless earbuds. Hearing-aid retailer audibene/hear.com wanted to catch hearing loss early, while it still affects school and social life, and needed a way to get 13-to-16-year-olds to test their hearing voluntarily. The brand chose to meet that audience on Roblox, repositioning itself as relevant to teens by showing up where they already spend their time.
Solution
Players open a Roblox experience called Blackout at Mt. Earverest to find someone has switched off the moon, plunging the mountain into darkness. Playing in headphones — the game asks for them upfront — they climb toward the summit through three quests, each led by a different animal guide: HEARbert the rabbit, HEARnanda the fish, and HEARmione the giraffe. Each quest is a hearing test wearing an adventure's clothes: players track where a sound is coming from, pick out speech over background noise, and tell tones apart, with the challenge ramping up quest to quest. Reaching the top flips the moon's light back on and reveals a score — only then are players told they were just tested for pitch, stereo hearing, and speech clarity. A low score comes with an offer of a free phone consultation with an audibene hearing expert and a nudge to see an ENT or pediatric audiologist.
Results
1,703 lifetime visits and 85 favorites on Roblox.
- 1
Players reach the experience from a hear.com/audibene promo page or the earverest.com domain, which links into the Roblox title "Blackout at Mt. Earverest" under the hear_com account; the landing page warns that headphones are required, since the entire game is navigated by sound.
- 2
The premise: someone has switched off the moon and plunged the world into darkness, and the player's goal is to climb Mt. Earverest and flip the moon switch back on.
- 3
The player moves through a dim, largely sightless world, relying on audio cues and animal guides rather than visual landmarks to find the way forward.
- 4
Three sequential quests each pair the player with a different animal guide who gives audio directions: a rabbit guides the player across a canyon by voice, a fish uses the rising roar of waterfalls to point the way, and a giraffe talks the player through building a tower and scaling the mountain's upper heights.
- 5
Across the three quests the listening challenge escalates, with quieter cues and more background noise, so the player unknowingly progresses through what are effectively stereo, speech, and tone hearing tests.
- 6
Reaching the summit, the player throws the moon switch and restores light to the world, closing out the story.
- 7
A results screen then reveals the player's score and explains that the session secretly measured frequency hearing, stereo hearing, and speech intelligibility.
- 8
The game closes with a low-key nudge to monitor one's hearing and get checked if needed; low scores surface an offer of a free phone consultation with an audibene hearing expert for children and teens, plus a referral to an ENT or pediatric audiologist.















